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Messages - cm3rt

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I was just about to say I already did that, but when I read the first article I failed to understand one of the checklist comments,

"Select Build > Configuration Manager from the main menu in visual studio. Make sure your project has the correct platform specified. It is possible for the IDE to be set to build x64 but an individual project in the solution can be set to target win32. So yeah, visual studio leaves a lot of rope to hang yourself, but that's life."

Just in case someone doesn't understand this like me at first, you just open the Properties of the Project. Then I went into Linker and then System. I changed the subsystem to Console:/SUBSYSTEM:CONSOLE. Then I clicked on the Configuration Manager, dropped down the Platform list (Currently at Win32), and clicked new. A new window appeared and I could then select x64 as my main Platform.

After that, the only error I got was that I was missing .dll files for the project, which I then just copied the .dll files from the SFML directory into my C:\Windows\System32 folder, recompiled, and it worked.

Thanks for pointing out my blindness.

2
I am running Windows 8.1. I am using Microsoft Visual Studio 2010. I downloaded the "Visual C++ 10 (2010) - 64 bits" version of SFML. I extracted it to C:\, and then followed the "http://www.sfml-dev.org/tutorials/2.0/start-vc.php" tutorial exactly. I have also read similar posts, but after trying several fixes, none have worked.

Here are various screenshots of my setup. (All images are uploaded here as well: http://pho.to/7xJYZ)

Additional Dependencies:


Additional Includes:


Additional Libraries:


Where my SFML Folder is located:


Screen of lib folder:


Inside SFML Library folder:


Preprocessor Definition:


Picture of Download:


Target Machine


My System:




When I inserted the sample code into my main.cpp and then compiled, I received the following error.


1>------ Build started: Project: SFML_Project, Configuration: Debug Win32 ------
1>Build started 11/18/2014 7:54:10 PM.
1>InitializeBuildStatus:
1>  Touching "Debug\SFML_Project.unsuccessfulbuild".
1>ClCompile:
1>  main.cpp
1>ManifestResourceCompile:
1>  All outputs are up-to-date.
1>sfml-graphics-d.lib(sfml-graphics-d-2.dll) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86'
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:00.77
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

When I changed the Target Machine to x64, I received the following error:

1>------ Build started: Project: SFML_Project, Configuration: Debug Win32 ------
1>Build started 11/18/2014 8:10:00 PM.
1>InitializeBuildStatus:
1>  Touching "Debug\SFML_Project.unsuccessfulbuild".
1>ClCompile:
1>  All outputs are up-to-date.
1>ManifestResourceCompile:
1>  All outputs are up-to-date.
1>Debug\main.obj : fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64'
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:00.11
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Can anyone give me some advice as to why this is happening?

3
SFML projects / Re: Zeran's Folly
« on: July 03, 2014, 08:08:46 pm »
Ah that makes perfect sense. Thank you so much.

So one last question that goes along with that, I think:

If the world in which you're scrolling through with relative positioning of objects, do you load the resources of the objects when they are, say, 1000 > x > -1000 AND 1000 > y > -1000 position units away from the main character (the center of the screen), and anything outside of those bounds unload it?

Also, do you have the absolute positions of every object stored inside some sort of database so that you know which objects to load the resources of and display as you get close to that object?

Thanks so much again,

cm3rt

4
SFML projects / Re: Zeran's Folly
« on: June 27, 2014, 09:38:46 am »
Very cool. You did an excellent job. I really enjoy the familiar feel to Sonic the Hedgehog. One question I have regarding the engine: do you have any tips or tutorials on actually making the game side scrolling? Meaning, how do you stream the map from left to right? Obviously this is a fundamental question of side scrolling games and I don't expect a thorough explanation, but I really would like more information on how this is done.

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